peterh1979

peterh1979

Joined Member # 6013062
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The pack doesnt include any new playable predefined races. However the pack includes new species type and allows you to customize the stats of the species. So you will have more options and flexibility when designing citizens in custom races. Frogboy put a sneak preview in discord a while back. If you search "species" in the general chat channel you should be able to see it.

4 Replies 19,052 Views

Yeah I would love to see citizens leaned into more. I suppose the risk is the more you lean into it the more your forced to actively engage with it, which might turn people off. At the moment I feel its in a good sweet spot where you can engage in it to really min/max but you can also ignore it completely without it hurting your game. Again the factions are also in a similar spot where they are effectively extra "sliders" to tweak your outputs a bit mor

5 Replies 23,508 Views

Nice right up. I like the citizen layer and get great enjoyment out of micromanaging them. However once you have a few highly populated cores citizen management can become laborious and I suspect this is the real issue people have with citizens. It would be good if there was a dedicated citizen screen where you could see all stats at once so you don't have to mouse over every individual citizen to see what job they are best suited to. Also if you could assign jobs to

5 Replies 23,508 Views

I'm currently playing a sandbox game as the Korath. Its version 2.2 (live) with the "Tales from Centauron" DLC instlalled So I''m playing a sandbox game with the DLC installed and playing as the Korath. I conquered a Drengin core word with a spore ship, after it was conquered it reverted to a colony, the spore ship was consumed during the invasion (as expected). A few turns later I assigned a govenor, I then noticed that the planet population contained my Korath solfier that was

0 Replies 1,382 Views

Perhaps I'm missing something obvious but what would be the benefit of fine tuning the placement of shipyards? Only 1 world can sponsor a yard and I thought there wasn't any decay mechanic for shipyard sponsors.

11 Replies 17,762 Views

Hey Guys, Question for ye about leader loyalty. I know that if it drop to 30 or below there is a risk they may quit (or in the case of commanders turn pirate. Generally I just try to keep the loyalty above 30 were possible however I'm just curious is there any benefit in keeping the loyalty in the green? Thanks.

4 Replies 10,888 Views

So I was playing a more influence/diplo game recently and was testing out culture treaties and found some odd inconsistencies (or perhaps I simply don't understand something). At one point I was definitely able to have 2 culture treaties with 2 different AI's at once, however when one of them ended I went back to renew it (while the second treaty effect was active) and the option for culture treaty was not available, are you only allowed 1 at a time? On the topic of treaties i

1 Replies 11,095 Views

I'm not a fan of the fact that you cant leave a policy slot blank. There may sometimes be instances where you would prefer to leave a spot blank instead of being forced to fill it with one that had negative impacts that you don't want at that point in time (say for example if your income is on a razor edge and the only option you have is a policy that has -X to income).

0 Replies 1,470 Views

So something I started thinking about yesterday that is bugging me is citizen ideology traits and culture unlocks. There are quite a few unlocks that only affect citizens with corresponding ideological trait (individualism in particular has about 4 to the best of of memory). Now as far as I can tell it seems fairly random as to how these traits appear in your populace. I also dont see anyway of encouraging or promoting certain traits. I also don't k

6 Replies 5,033 Views

[quote who="Draver" reply="5" id="3897688"] Not sure if these are realistic or not for a week works, and some you may already have planned or working in your internal builds, but here it goes. 1. Balance suggestion: Increase the range of the starbase missile and beam volleys: a. to be as big as the Area of Effect (which btw can be upgraded with the proper techs) and the beam volleys to be half of the Area of Effect OR b. twice as big as the current range OR c. have the starbas

18 Replies 32,709 Views

[quote quoting="post"] Here are my general notes on the current tech tree. This is for the 5/23 1.55 version. General Its really frustrating to hover over a tech and not be able to actually highlight what the things inside the tech do. I want to be able to hover over the "starbase factory" and see what it gives me. <img style="cursor: pointer;" src="https://cdn.stardock.us/forums/35/57/3557745/cfc5d336-b23e-4be4-ae52-8a3bb0727e0f.png" wid

1 Replies 7,620 Views

[quote who="DivineWrath" reply="3" id="3888894"] Frogboy himself had a clever idea of putting a ring of ships around a military starbase so the AI could not find a path to the starbase. Military starbases were nerfed shortly there after. Plus, you could put 60 logistic points of ships to protect a starbase at the start of the game, around which time the fleet cap is about 10. This would mean that 2 warring nations could get stuck unable to attack each other effectively until t

5 Replies 9,284 Views

They used to prevent invasions. However I'm surely sure I saw someone as this same question in the discord channel and one of the devs responded saying this was an intentional change. If true, I don't think this is a good idea, however saying that the whole invasion mechanic is currently in flux so maybe this decision will make sense when they system is implemented.

4 Replies 2,355 Views

Just redeemed my steam key. I know alot of people had issues with Epic (it didn't bother me, only switched to steam for cloud saves) but I think SD deserve credit for making the key transfer possible, they were under no obligation to do so. Thanks Guys.

30 Replies 234,795 Views